SuperAPI AI Directory

using-godot-prompter

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Updated 10-15 22:40

About this skill

Using GodotPrompter

Related skills: godot-project-setup for scaffolding a new project, godot-grill for settling open design decisions first, godot-brainstorming for design exploration, godot-code-review for reviewing finished code, godot-debugging for diagnosing runtime issues.

GodotPrompter provides Godot 4.x domain-specific skills for AI coding agents. Skills cover project setup, architecture patterns, gameplay systems, UI, multiplayer, testing, and deployment — for both GDScript and C#.

How to Access Skills

In Claude Code: Use the Skill tool with the skill name (e.g., Skill: "godot-prompter:state-machine").

In Copilot CLI: Use the skill tool. Skills are auto-discovered from installed plugins.

In Gemini CLI: Deprecated (succeeded by Antigravity CLI).

In Cursor: Skills are loaded via custom instructions / rules system.

In Codex: Skills load natively via the AGENTS.md re-export. Follow skill instructions directly; see references/codex-tools.md for tool mapping.

In OpenCode: Skills are discovered from the installed plugin. Use the /skills command to browse or invoke skills directly. See .opencode/INSTALL.md for setup.

In Antigravity (2.0, IDE, CLI): Skills activate automatically when your prompt matches a skill's description frontmatter — no tool call needed. Install the plugin using:

agy plugin install https://github.com/jame581/GodotPrompter

For manual, workspace, or cross-project installations:

Installing GodotPrompter for Antigravity

Workspace (project-scoped) — recommended for active development:

# Linux / macOS — from your Godot project root:
mkdir -p .agents
ln -s /path/to/GodotPrompter/skills .agents/skills

# Windows (PowerShell, Developer Mode or run as admin):
New-Item -ItemType Directory -Force .agents | Out-Null   # junction won't create the parent
New-Item -ItemType Junction -Path .agents\skills -Target D:\Godot\GodotPrompter\skills

Legacy path note: .agent/skills/ (singular) was the early CLI convention; .agents/skills/ (plural) is the current standard for all Antigravity products.

Global (cross-project):

# Official path (Google Codelabs): ~/.gemini/config/skills/
# Symlink individual skill folders so each is a direct child (recommended):
mkdir -p ~/.gemini/config/skills/
ln -s /path/to/GodotPrompter/skills/* ~/.gemini/config/skills/

~/.gemini/skills/ is a community-verified alias but not the path the official Codelabs docs name. Prefer ~/.gemini/config/skills/ for new installs.

Nesting caveat: Prefer ln -s skills/* over cloning the repo directly into the skills dir, so each skill is an immediate child (<skills-dir>/<skill-name>/SKILL.md). Confirm nested discovery works before relying on the clone approach.

See references/antigravity-tools.md for the full tool mapping and SKILL.md frontmatter details.

Coexistence with Other Plugins (e.g., Superpowers)

GodotPrompter is active in this Godot project.

Workflow plugins decide how you work; GodotPrompter decides what you build. Both apply.

RULE: before implementing any Godot system, invoke the matching godot-prompter:* skill. Applies to subagents writing Godot code too.

Situation Start with
New system, or the requirements are unclear godot-grill — settle decisions, then design and build
Known change, explicit ask, bug fix the domain skill below — build

Then report before you build: name the pattern you picked, the alternative you rejected, and why. Skills carry trade-offs — surface them. The choice is the developer's. A report states; it never ends on your own questions. A design decision needs the developer's answer or go-ahead first? Invoke godot-grill.

Building… Start with
Movement, input, cameras player-controller, input-handling, camera-system
Architecture state-machine, event-bus, scene-organization, component-system, resource-pattern, dependency-injection
Gameplay systems inventory-system, dialogue-system, ability-system, save-load
Enemy AI ai-navigation
UI, HUD, i18n godot-ui, hud-system, responsive-ui, localization
Animation, tweens, audio animation-system, tween-animation, audio-system
Physics, 2D, 3D physics-system, 2d-essentials, 3d-essentials
Shaders, VFX, procgen, math shader-basics, particles-vfx, procedural-generation, math-essentials
Multiplayer multiplayer-basics, multiplayer-sync, dedicated-server
Mobile, XR, native, threads mobile-development, xr-development, gdextension, multithreading
Editor tools, assets addon-development, assets-pipeline
GDScript / C# idioms gdscript-patterns, gdscript-advanced, csharp-godot, csharp-signals
Test, debug, profile, review godot-testing, godot-debugging, godot-optimization, godot-code-review
Setup, design, export godot-project-setup, godot-grill, godot-brainstorming, export-pipeline
Teaching while building godot-mentor
Addons (if installed) limboai, beehave, popochiu, dialogue-manager, phantom-camera

Full index: invoke godot-prompter:using-godot-prompter.

Red flags — you are rationalizing:

Thought Reality
"I know how CharacterBody2D works" Knowing the class ≠ knowing the pattern. Invoke.
"It's a two-line script" Two-line scripts still pick node types. Invoke.
"The plan says what to build" The plan says what. The skill says how. Invoke.
"I loaded a Godot skill already" Different system, different skill.
"The user wants a quick fix" Quick fixes set architecture. Invoke — then say what you picked.
"The skill shows one pattern, so it's settled" Skills carry trade-offs. Surface them; don't decide alone.
"I'll explain it once it works" A choice reported after the code is a fait accompli, not a choice.

Workflow: From Idea to Working Game

GodotPrompter handles the full development workflow. No other plugins required.

1. Design Phase

Load godot-prompter:godot-grill first when design decisions are open — it settles them in rounds and records them. Then godot-prompter:godot-brainstorming guides you through:

  • Proposing architectural approaches with trade-offs
  • Designing scene trees, signal maps, and data flow
  • Creating an implementation plan with ordered tasks

2. Implementation Phase

For each task in the plan, load the relevant domain skill:

  • Building a player? Load godot-prompter:player-controller and godot-prompter:state-machine
  • Adding inventory? Load godot-prompter:inventory-system
  • Need save/load? Load godot-prompter:save-load

Each skill provides complete code examples, Godot best practices, and a checklist.

3. Review Phase

Load godot-prompter:godot-code-review to review the code against Godot-specific checklists.

Agents

  • godot-game-architect — Designs systems, plans scene trees, chooses patterns
  • godot-game-dev — Implements features guided by skills
  • godot-code-reviewer — Reviews code against Godot best practices
  • godot-shader-author — Authors custom shaders, post-processing, Compositor effects
  • godot-performance-profiler — Diagnoses performance issues from profiler data
  • godot-animator — Designs animation graphs, blend trees, IKModifier3D, BoneConstraint3D, retargeting
  • godot-csharp-engineer — C#-first development; parity mode for closing this repo's C# debt
  • godot-ui-designer — Builds Control-tree UI — themes, responsive layouts, localization-aware
  • godot-tools-engineer — Editor plugins, custom inspectors, gizmos, @tool scripts, plugin distribution

Plan Storage

GodotPrompter has no plans folder of its own. Save implementation plans where this project keeps them, checking in order: the user's instructions or the project's agent instructions file (CLAUDE.md, AGENTS.md, …); then the planning skill's convention; then an existing plans directory. If none applies, ask the user, suggesting docs/plans/, or use docs/plans/ when you cannot ask (a subagent or non-interactive run). Per-scene designs from godot-brainstorming stay next to the scene, in the root script's comment block or a DESIGN.md.

Platform Adaptation

Skills use Claude Code tool names as the canonical reference. Non-Claude platforms: see the appropriate tool mapping file in references/ for your platform's equivalents:

Available Skill Categories

Core / Process

  • using-godot-prompter — This skill (bootstrap)
  • godot-project-setup — Scaffold new projects
  • godot-brainstorming — Godot-specific design exploration
  • godot-grill — Settle open design decisions in rounds, scope first, and record them
  • godot-code-review — GDScript/C# review against Godot best practices
  • godot-debugging — Godot-specific debugging techniques
  • godot-testing — TDD with GUT and gdUnit4
  • godot-mentor — Teaching mode: concept, editor setup, annotated code, verification, one next step

Architecture & Patterns

  • scene-organization — Scene tree structure, composition patterns
  • state-machine — FSM patterns (node-based, resource-based, enum-based)
  • event-bus — Signal-based decoupling, autoload event systems
  • component-system — Composition over inheritance
  • resource-pattern — Custom Resources as data containers
  • dependency-injection — Autoloads, service locators

Gameplay Systems

  • player-controller — CharacterBody2D/3D movement, input handling
  • input-handling — InputEvent system, Input Map, controllers/gamepads, mouse/touch, rebinding
  • animation-system — AnimationPlayer, AnimationTree, blend trees, state machines
  • tween-animation — Tween class, easing, chaining, parallel sequences, motion recipes
  • inventory-system — Resource-based inventory patterns
  • ability-system — Resource-based abilities, cost/cooldown/cast, buffs, stat modifiers, gameplay tags
  • dialogue-system — Dialogue trees and patterns
  • save-load — Serialization strategies
  • ai-navigation — NavigationAgent, behavior trees
  • camera-system — Camera follow, shake, zones
  • audio-system — Audio buses, music management, SFX pooling, spatial audio
  • localization — i18n/l10n, TranslationServer, CSV/PO, locale switching, RTL
  • procedural-generation — Noise, BSP dungeons, cellular automata, WFC, seeded randomness

UI/UX

  • godot-ui — Control nodes, themes, containers
  • responsive-ui — Multi-resolution scaling
  • hud-system — In-game HUD patterns

Multiplayer

  • multiplayer-basics — MultiplayerAPI, RPCs, authority
  • multiplayer-sync — Synchronization, interpolation
  • dedicated-server — Headless export, server architecture

Physics & 2D/3D

  • physics-system — RigidBody, Area, raycasting, collision shapes, Jolt, ragdolls
  • 2d-essentials — TileMaps, parallax, 2D lights/shadows, particles, canvas layers
  • 3d-essentials — Materials, lighting, shadows, environment, GI, fog, LOD, decals
  • xr-development — OpenXR, XROrigin3D, hand tracking, controllers, Meta Quest

Rendering & Visual

  • shader-basics — Godot shader language, visual shaders, common recipes, post-processing
  • particles-vfx — GPUParticles2D/3D, process materials, subemitters, trails, attractors

Build & Deploy

  • export-pipeline — Platform exports, CI/CD
  • godot-optimization — Profiler, performance patterns
  • addon-development — EditorPlugin, tool scripts
  • assets-pipeline — Image compression, 3D scene import, audio formats, resource management
  • mobile-development — Android/iOS export and signing, permissions, plugins, IAP, ads, lifecycle
  • multithreading — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, threaded loading

Scripting

  • gdscript-patterns — Static typing, await/coroutines, lambdas, match, exports, idioms
  • gdscript-advanced — Performance idioms, metaprogramming, @tool lifecycle, async pitfalls
  • gdextension — Native extensions via godot-cpp (C++) or gdext (Rust), binding, building, interop
  • csharp-godot — C# conventions, GodotSharp API
  • csharp-signals — C# signal patterns

Math & Data

  • math-essentials — Vectors, transforms, interpolation, curves, paths, RNG

Third-Party Addons (require the addon installed)

  • limboai — LimboAI behavior trees + hierarchical state machines
  • beehave — Beehave GDScript behavior trees
  • popochiu — Popochiu point-and-click adventure framework
  • dialogue-manager — Dialogue Manager branching dialogue
  • phantom-camera — Phantom Camera dynamic cameras

Implementation Checklist

  • Identified the matching domain skill via the table above before writing any system code
  • Invoked the identified skill with the Skill tool (or platform equivalent) before implementation
  • When a workflow plugin is also active (Superpowers, etc.), still invoked the relevant godot-prompter domain skill during implementation — they are complementary, not exclusive
  • After implementation, ran godot-prompter:godot-code-review to validate against Godot best practices
  • Logged any newly-discovered domain gap that no current skill covers, so it can become a future skill